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for anyone who is having trouble in level 11 diamond, send Taylor alone to the southwest panel, Blake to the northwest, LT to northeast, Farro and Woods to southeast while Pierce stay at base. Pick the route without any entrance to avoid unexpected explosion alien, buff quickness to Wood, Farro, save shield for Blake and Taylor to pass puddles. Let Pierce around base to distract alien from Farro's path and kill them with bombs, set 2 magnetic bombs (if purchased) in 2 doors to block them later. Avoid turn on alert if it's not necessary. I beat it in 14 turns with Farro arrive last

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combos: lieutnant farro: sentinel+ flamethrower+war cry+nano shield. Acid runner Taylor: sprint upgrades+nano shield. Watchman Pierce: Power lights+quickness. Tips: power lights vs motion? My answer: if you can see it you can shoot it, even if you can detect further away with motion, they might even be detected too far away to reach you. Lieutnant isn't affected by passive bonuses. Only one active nano per trooper. If you want another nano you have to wait for the effect to end. The different cry passives stack on each other and with nano. Pierces bombs are cheaper with AP. but more risky to detonate than flamethrowers. Choose wisely... especially on last boss. If a trooper can't see an alien but only echo let another trooper watch past them light the way. The first trooper can now shoot. AP is always new for each round. No use to save AP for next round.

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One of my favorite games on Kongregate. I'm sorry there hasn't been a sequel. It's also one of the only games on which I don't mute the music. It's also one of the only games I've got an impossible badge on (partly because I got lucky and the tentacles showed up right in front of my guns).

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The most effective strategy I've found for mission 10: The two guys who can clear acid puddles (Farro and Pierce) don't carry equipment and clear the way, Farro and Woods going straight up and the others moving to the right. After Pierce clears the first room (if necessary), Taylor goes as fast as possible to the right to install the gear there. He'll go so fast that there will probably be no aliens in sight. Pierce and Blake then move diagonally toward the upper right, with Taylor covering after his equipment is installed. Farro and Woods then pretty much serve as decoys to draw fire from the others.

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ok well. On one hand i get it, its a cool flash game. Really. But i mean talking about it like its THE FLASH GAME of ALL TIME... what is with the spawning??? I kept killing them WITHOUT STOPPING MY SOLDIERS, AND YET i run out of ammunition before i could even finish the mission. Well i did finish.. with 1 man alive, but that was mostly luck. And if i dont split up my troops, i probably just run out of ammo before i go around the map [level 11 btw].. ridiculous. I guess this never gona be patched now, soo f*** it, but im pretty sad it just turns into some blood fest instead of tactical play.. ye its not that super tactical that i use my abilities from time to time, and otherwise just mass kill aliens..

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A truly fantastic example of what is possible in flash. Very well paced game-play with a nice xp/skill system and a decent challenge for anyone brave enough to attempt the 'impossible'.

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I cannot get the Diamond/Challenge medal for Mission 2. I have Taylor maxed with movement but I cannot get them to the exit in time to achieve Diamond/Challenge medal. Help plz

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@Skarg: Play nethack then. it has all you wish for (even permadeath). Ever heard of suspension of disbelief? It's a free game after all, emphasis on GAME. not real life. in the missions themselves the heroes are mortal alright. Just think of it as a new platoon trying again once you fail the mission. Sometimes with better equipment. And the names are placeholders. Sure, i would have loved more missions, too, but it was well worth the several hours invested into this game, and the badges provided a challenge, too. so 5/5 from me.

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Heh @Deatharr. Yeah, I was unstoppable until I selected my shotgun and then tried to switch to another soldier by clicking his squad list entry, resulting in me shooting him with the shotgun! Led to us getting devoured. This would be a GREAT game if in a full RPG game with a long-playing campaign and less rapid power increases on both sides, and with PERMADEATH. As it is, it's the "difficult savescum" game, where "Oh, all my men were wiped out. Oh well, I GAINED EXPERIENCE and still have all my veteran troop perks, so it's actually impossible to have any negative consequence other than wasting my real-life time playing the same thing again." Totally breaks continuity and interest for me.

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Slashmaster500, I have that problem, too... but that's why you can also hit "x" to end your turn. Some of these games, depending on your settings, don't fit the screen well. But there's ways around it.
On another note, this game is AWESOME! It's 6:32 in the morning, I've been playing and fighting falling asleep for the past 3 hours or so, I'm so HOOKED! Another rare game I'm giving 5 stars to. =)

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Phew. Three long years till I finally got my last badge on this. Level 11 is an effing nightmare. No, seriously. First episode is "gather the party", second episode is "escort mission", and third episode is "split the party". Nightmare, I tell ya!

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A quick note to anyone who is about to play and is reading the comments, it is completely possible to kill your own troops with Farro's flamethrower. I know from experience (R.I.P. Taylor, burnt to a crisp). I don't know of you can with other weapons.

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This game so far has been lots of fun, however, I have one minor issue. That is that, in an alien turn, if you have guys next to some of the vents in 'aware' mode or whatever it's called, the game will simply keep spawning more and more aliens in the same turn until either your men run out of ammo and don't kill them, or they all spawn in other locations. At least, it seems that way.
As an example, in level 5 I think, where you split your team up, the map is too small, and I had about 10-20 enemy kills all during their turn for 2-3 turns in a row, and they just kept spawning
In other words, it seems like there's a requirement in the code that there be a certain number of aliens on the map at the start of every player turn, rather than, for example, a number of spawns every turn.

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I LOVE this game! And I usually hate turn based games! Everything just fits together so well. Alert mode gives you an advantage and a disadvantage, but if you don't use it you could die, but if you have little ammo then it could be useless, so the choices you make are life and death. This game is actually my style, even though it's not the game-type I prefer, I'm just so addicted! Nice job!